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API > API/Plugins > API/Plugins/PCGEditor
Editor mode used exclusively within the PCG Asset Editor window (FPCGEditor).
Unlike UPCGEditorMode, which is a globally registered level-editor mode with viewport focus customization, auto-save control, and per-tick updates, this mode is instantiated and owned directly by the asset editor. It holds a back-reference to the owning FPCGEditor and has no static Register/Unregister lifecycle — it is activated and deactivated alongside the editor tab.
| Name | UPCGAssetEditorMode |
| Type | class |
| Header File | /Engine/Plugins/PCG/Source/PCGEditor/Public/AssetEditorMode/PCGAssetEdMode.h |
| Include Path | #include "AssetEditorMode/PCGAssetEdMode.h" |
Syntax
UCLASS (Transient)
class UPCGAssetEditorMode : public UEdMode
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UEdMode → UPCGAssetEditorMode
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UPCGAssetEditorMode() |
AssetEditorMode/PCGAssetEdMode.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| EM_PCGAssetEditorModeId | const FEditorModeID | Unique name for PCG Asset Editor Mode | AssetEditorMode/PCGAssetEdMode.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
TSharedPtr< class FPCGEditor > GetPCGEditor() |
Get the PCG editor this mode is associated with | AssetEditorMode/PCGAssetEdMode.h | |
bool IsAnyToolActive() |
Check if any tool is currently active | AssetEditorMode/PCGAssetEdMode.h | |
void SetPCGEditor
(
TWeakPtr< class FPCGEditor > InPCGEditor |
Set the PCG editor this mode is associated with | AssetEditorMode/PCGAssetEdMode.h |
Public Virtual
Overridden from UEdMode
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Enter() |
Focus event when the Asset Editor enters PCG Editor Mode. | AssetEditorMode/PCGAssetEdMode.h | |
virtual void Exit() |
Focus event when the Asset Editor leaves PCG Editor Mode. | AssetEditorMode/PCGAssetEdMode.h | |
virtual bool ShouldToolStartBeAllowed
(
const FString& ToolIdentifier |
Tool exclusivity. | AssetEditorMode/PCGAssetEdMode.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ConfigureRealTimeViewportsOverride
(
bool bEnable |
AssetEditorMode/PCGAssetEdMode.h |